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authorMartin Kiewitz2016-02-03 02:40:01 +0100
committerMartin Kiewitz2016-02-03 02:40:01 +0100
commit34117170f2955e854a93925a652af37575361b44 (patch)
treef63d6592f41195be8999ce8101c3e0e15d8cb6d0 /engines/agi/op_test.cpp
parent778c1ddb69bb45b6992fdc9b8fff6b2c8d3e22ac (diff)
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AGI: Change cycle delay handling, seems to fix GR
Removed pollTimer() Renamed pause() to wait() Doing 10 msec delays instead of at least 50 msec per EventProcess Seems to fix weird Gold Rush ingame timer issue?! bug #4147
Diffstat (limited to 'engines/agi/op_test.cpp')
-rw-r--r--engines/agi/op_test.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/agi/op_test.cpp b/engines/agi/op_test.cpp
index c99d2f92ac..4b215edc63 100644
--- a/engines/agi/op_test.cpp
+++ b/engines/agi/op_test.cpp
@@ -127,7 +127,7 @@ void condHaveKey(AgiGame *state, AgiEngine *vm, uint8 *p) {
}
// we are not really an inner loop, but we stop processAGIEvents() from doing regular cycle work by setting it up
vm->cycleInnerLoopActive(CYCLE_INNERLOOP_HAVEKEY);
- uint16 key = vm->processAGIEvents(false); // also no delay
+ uint16 key = vm->processAGIEvents();
vm->cycleInnerLoopInactive();
if (key) {
debugC(5, kDebugLevelScripts | kDebugLevelInput, "keypress = %02x", key);